GAME DEVELOPER & DESIGNER
History. Philosophy. Games. I build games that ask the same question I brought to every history classroom: how do you make someone feel a power structure they cannot see? Currently developing two original projects in Godot — one a poem about the Holocaust, one a satirical merchant game set in ancient Mesopotamia.
A playable poem. Based on Dan Pagis's devastatingly incomplete verse, the game presents its lines one at a time — typed onto the screen as if scratched into a boxcar wall. The player advances, but the sentence never completes. An exploration of testimony, silence, and the ergodic labor of witnessing.
You are Ea-Nasir, history's most complained-about copper merchant. Based on the 3,800-year-old Complaint Tablet — the oldest known customer complaint — this satirical dialogue RPG tasks you with selling substandard metal to ancient Mesopotamia, then talking your way out of every consequence.
I'm a fourth-year student of History and Philosophy at Tel Aviv University — a dual major built on the conviction that every story told about the world is also an argument about power.
Alongside games, I am a teacher. Working with students means confronting the same design problem every day: how do you make someone feel the weight of a structure they did not choose and cannot easily see? Games, I discovered, are built from the same problem.
My academic work connects postcolonial theory and ludology — asking whether the freedom we offer players replicates Western models of the universal subject, or whether games can crack those open. My practice tries to find out.